Vinquibus is a new type of weapon added to Warframe as part of The Old Peace update, and you can yield massive damage with the correct build.
Vinquibus is the signature weapon for Uriel, who himself is the newest frame in Warframe. Unlike other weapons inside the game, Vinquibus serves two different roles at the same time. Naturally, it requires a fair bit of tweaking to get the best out of its in-game prowess.
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Vinquibus characteristics in Warframe
As mentioned earlier, Vinquibus is a hybrid weapon. Once you equip it, the Vinquibus will occupy both the melee and the primary weapon slots. Interestingly, the melee and rifle versions have different mods that allow you to carry two builds simultaneously.
Here are some of the key pointers to keep in mind when using the Vinquibus.
- Headshots grant two stacks of precision buff that increase the melee damage by 250% and stack up to 16 times.
- The regular attacks have high crit chance, crit chance multiplier, and strong total damage.
- Killing an enemy will add four stacks of Vinquibus Ferocity buff. This raises the Ammo Efficiency by 100% and stacks up to 16 times.
- The melee attacks, just like the ranged option, offer high crit chance and high damage.
Hence, the Vinquibus is typically a weapon that does well when you use it as a combo of both primary and melee. The following build will help you make the most of this excellent weapon. While the melee section of the build is yet to be finalized, I have already mentioned the prefered mods and Arcana that you’ll want to use in the Primary slots.
Best Vinquibus primary weapon build
The following build will help you make the most of of primary version of the Vinquibus. I have listed all the prefered mods required for this build. To make it optimum, you’ll need to use at least five Formas, or use mods that aren’t max-ranked.
- Prime Bane is based on the enemies that you’re going to face. This isn’t entirely required, but doing so will allow you to clear missions/farms quicker. However, you’ll need to be aware of the enemies that you’re going to face.
- Galvanized Aptitute: When maxed, it applies +80% status chance, and applies +40% Direct Damage per status type on the target for 20 seconds. Stacks can be applied for maximum of two times.
- Primary Acuity: +350% Weak Point Damage and +350% Weak Point Critical Chance work well when the Vinquibus exploits the enemy’s weak points.
- Critical Delay: While it will reduce the fire rate, the +200% Critical Chance raises the potential of increasing the damage from every shot of the Vinquibus.
For the Arcane, the best choice is Primary Deadhead. This Arcane causes +120% Damage for 24 seconds and +30% to Headshot Multiplier upon a Headshot kill. The Arcane, at max rank, also reduces the weapon recoil by 50%. It’s the perfect choice to enhance the precision-firing offered by the Vinquibus.
Once again, I will be adding the melee loadout as quickly as possible, which will allow you to make the most of the Vinquibus in Warframe.
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Last night’s The Game Awards show wasn’t the greatest of all time, but it sure did give us a glimpse of some potentially awesome games. One title in particular, however, stood out for a wrong reason: being similar—too similar—to CDPR’s Cyberpunk 2077.
And that would be No Law, developed by Neon Giant of The Ascent fame, and published by the self-proclaimed AI-first pioneers, Krafton. Neon Giant’s track record is genuinely great, with The Ascent being one of the most visually striking games I’ve ever seen and played. It’s also set in a cyberpunk environment, one that delves deep into the realm of science fiction, making its cyberpunk vibes more of an artistic choice than an actual setting.
Even so, the studio has established itself as a proper sci-fi and cyberpunk-oriented team of creatives, which naturally led into a more ambitious, larger-scale game such as No Law is supposed to be. And that’d be all fine if the game didn’t bear so much similarity, eerie similarity, to CDPR’s 2020 title, Cyberpunk 2077.
While watching the TGA show last night, seeing No Law made me think it was something Cyberpunk 2077-related. The first-person perspective, the animations, the way the combat unfolds, all reminded me of CDPR’s game, not to mention the segment that showcases a certain location that is exceptionally difficult to tell apart from Cyberpunk 2077‘s Afterlife.
Now I get a first-person cyberpunk title is bound to bear some semblance to what was already made, but I for the life of me couldn’t tell you this wasn’t Cyberpunk 2077 if you didn’t tell me. That brings me to my biggest fear regarding Neon Giant’s upcoming title: it could fall into the same situation that Tencent has caught itself in with Lights of Motiram.
Sony sued the company for ripping off its assets, ideas, and style, and is currently embroiled in a massive legal battle that saw Light of Motiram grind development to a halt. If No Law doesn’t showcase more unique elements in the near future, I have a feeling CDPR might not like what the studio has done here, and could pursue legal action much in the same way as Sony.
This could eventually result in a potentially good game being bogged down by a lawsuit because it decided to pursue established styles instead of developing a new one, even if derivative of the one CDPR itself had made.
No Law posits an interesting setting and story, such as its Port Desire city that is an anarcho-corporatist hellscape, but how it executes things brings it way too close to an existing game, so much that telling them apart becomes a real headache.
We’ll have to wait and see how the game develops further and how its style evolves and translates into actual gameplay. But so far, its future seems to be hanging by a thread, one that CDPR could decide to slash at any moment.
The post No Law’s striking similarity to Cyberpunk 2077 makes me fear another Horizon-like lawsuit could be coming appeared first on Destructoid.
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